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Old 04-16-10, 05:56 PM   #16
conus00
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Quote:
Originally Posted by Kromus View Post
I can second this, it`s not a mod conflict. It happened to me on day one without any mods and only in tutorial mission. I maybe has to do something with tube doors bug because mine was like stuck halfway inside tube and next stucked about 50m further. Happened to me few times in tutorial missions when I was restarting careers.
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Originally Posted by kylania View Post
I've had a few "stuck", but only when firing quickly. I've had quite a few premature detonations though.

That said, I do have duds turned on and am using far more mods.
I agree with both posters. It has to be stock bug. It has happened to me quite often even in non-modded game when I was trying to fire quickly...
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Old 04-16-10, 06:03 PM   #17
Rip
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I'm having this and also a new problem of torpedos reloaded into tubes take off like a bat out of hell because I presume the tube previously had a T1 in high speed. T2 takes off like a a high speed passing the target well in front. this is using snap shot tageting with the numbers. Had the threes supperimposed and it wasn't even close.

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Old 04-16-10, 08:21 PM   #18
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It could be a coincidence, but since I have stopped using preheat torps and the range one which I can't remember the name for, my stuck torpedos have stopped... or maybe its just a coincidence and they will strike again next time I get a juicy target as was always happening?

has anyone else noticed this or shared this observation?
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Old 04-17-10, 04:49 AM   #19
Vreith
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i have had same thing happen.... it seems semi random and also times with trying to shoot while changing time comp, but once damage dun have to reload the game i find
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Old 04-17-10, 08:37 PM   #20
Acidcrash
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well, just disproved my own theory about it being todo with the pre-heat etc ability, back to square one then with my theories. Although if I get one, I've noticed about 90% of my torps will be useless, though some reason some of them still work... usually after having given up on a target in frustration! but then, as soon as refit back in dock for more and then no problems, very strange isolated bug thats going to be hard to nail down and fix
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Old 04-17-10, 09:08 PM   #21
gutted
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Quote:
Originally Posted by Rip View Post
I'm having this and also a new problem of torpedos reloaded into tubes take off like a bat out of hell because I presume the tube previously had a T1 in high speed. T2 takes off like a a high speed passing the target well in front. this is using snap shot tageting with the numbers. Had the threes supperimposed and it wasn't even close.

Rip
yes, i too have seen a warp speed torpedo. It was travelling at an insane speed across my TAI map LOL. And no i wasn't in TC. It was a salvo shot and it only happened to one of the three torpedo's i fired.

Seriously, it went from my sub... to the other side of the convoy that was 3000m away in the blink of an eye.. while the other torpedo's were just chugging along at normal speed.
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Old 04-20-10, 10:04 PM   #22
McHub532
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NOOOOO !!

I've got 4 fish left.

I line up and launch 2 at a heavy cruiser... 1 hits.. the other misses... crap.. back up to periscope depth.

Fire...

torpedo rushes out and.... stops.

crap..

reload.........

fire..

torpedo rushes out and.... stops.

Okay.. everyone commit suicide.. oh wait; that's our Japanese comrades that do that.. nevermind. Let's go get drunk back at port.
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Old 04-20-10, 10:09 PM   #23
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Oh wait.. that last torpedo didn't stop...

It's moving about 3 feet every 2 minutes. Speed it up fast enough and it can reach the ship in 12 hours.. but the ship has moved.
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Old 04-20-10, 10:12 PM   #24
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Neat.. at decks-a-wash I can take my torpedoes out of external storage... 2 more torpedoes to try again... before I have to resort to the deck gun at long range.

I feel bad about the desk-a-wash torpedo reloading though.. feels like cheating.
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Old 04-20-10, 10:17 PM   #25
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Possible solution...

I've been using Captham's key mapping mod since day 1.. so now I'm relearing all the keys.

Something I just discovered is the key for opening tube.. or flooding the tube. With Captham's I just selected the tube, torp speed, and fired.

Well.. I decided to try the open tube and flooded it.. this time the torpedo did not stop.. it's going straight, true and fast.

Maybe that was the issue.... you have to flood the tube or it's a hit/miss on if the torp is going to stop just outside the door or not?
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Old 04-20-10, 10:22 PM   #26
McHub532
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I am a dork....

I stuck another torp into the belly of the enemy as explained above...

then turned around to launch the last one out the aft and I forgot to flood the torpedo tube... the torp went out.. and stopped.

I think I found at least 'my' reason. Must flood the tube to ensure the torp runs properly.
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Old 04-24-10, 10:52 AM   #27
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Hmm, as described in earlier post I got one stuck torpedo way back when, then no more, ever.

Then I left the pen loaded with electrics. Four of the bunch had some sort of malfunction, either running very slow or not at all.

Way back when I would put an electric in the stern tube. Then it occurred to me that it was probably an electric that "stuck" the first time.

Back to 100% steam, no more problems, period.

Seems to me that it's not a bug and it's not mods. It's the game design. The early war electrics are not fully dependable. There is a disclaimer on the load page in the sub pen warning us about that, but I guess we don't pay attention to that stuff.

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Old 04-24-10, 10:56 AM   #28
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Quote:
Originally Posted by Capt_Sluggo View Post
Back to 100% steam, no more problems, period.
I only use steam, I can't handle those slow movers.
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Old 04-25-10, 05:56 AM   #29
Erdem
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It happens to me all the time. I'm not using any mods whatsoever. Usually happens when I fire single torpedoes quickly one after another.


These torpedoes all stuck in each other and stayed there for a long while. They're not moving

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Old 04-25-10, 08:26 AM   #30
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I can confirm this bug too. I have no mods, and it happened to me quite a few times.
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